I searched on the shader code of UnrealEngine to try to understand and I think I found the answer.
You can see in BasePassForForwardShadingPixelShader :
Looks like the answer of specular and metallic values.
All that help to understand all the PBR (physical material).
Since Specular is 0.5 as default :
DielectricSpecular = 0.08*0.5 = 0.04.
for Metallic = 0 the calcule end to :
SpecularColor = 0.04.